18e9d85a1b3b596cdd4753ab2d38140bc1a67109
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Commits
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18e9d85a1b | Merge branch 'feat/hud-2d' into feat/hud-about | ||
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b2cb307b60 |
Merge the review fixes, and take Junie's on the hit radius with them
Carries the shared reference-viewport module and the cached card lookup up from the branch they were reviewed on, and answers the one comment left against this one. The orthographic branch of the star field's hit test multiplied the angular size by the frustum's half-height and then divided the result by that same half-height. The two cancel: `setProjection` had already sized the sprite as `angular * halfHeight / tan(REFERENCE_FOV/2)`, so dividing back out by the half-height leaves the reference field of view and nothing else. Both projections are one formula over a different angle now — which is also one fewer division by a number that is zero if the frustum ever degenerates. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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50c0351870 | Merge branch 'feat/hud-routes' into feat/hud-bookmarks | ||
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a381c02cd0 | Merge branch 'feat/hud-neighbours' into feat/hud-routes | ||
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f42337c841 |
Merge branch 'feat/hud-scene' into feat/hud-neighbours
# Conflicts: # src/app/features/galaxy-system/galaxy-system-scene.component.ts |
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e853fe312e |
Answer the review: one reference viewport, one lookup for the card
Two of the three comments were worth taking. The star field and the rings drawn over it each carried their own copy of the reference viewport and field of view the angular sizes are figured against. They agree today, and nothing would have told anyone when they stopped: a ring would just sit a little wide of its star at some window sizes. One module now holds the three constants and says what they are for. The leader line to the object card looked the card's panel up by selector on every frame it was drawn. The host element is stable and the panel inside it only changes when a different body is selected, so the lookup is derived once per change instead of sixty times a second. Left alone: replacing `positions.set([x, y, z], i * 3)` with an index-by-index loop to avoid a temporary array per host. It runs once, over six hundred and thirty-four stars, at bootstrap, and the version with the temporary reads better than the version without. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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bd37bb8b96 |
Say what is written about a world, when asked
Every figure this map shows is a measurement or something derived from one, and it says which. What it could not do was tell you what a place is — a radius and an eccentricity do not say that Titan is the only moon with a dense atmosphere. An About control on a body's panel now fetches the Wikipedia lead, and it is labelled as what it is: prose from another site, credited and linked back, below the line where this map's own figures end. Only on the press. Nothing is fetched while a body loads, and nothing is fetched twice. Three things the encyclopedia does that had to be handled, all found by asking it rather than by guessing: It redirects, generously — "Proxima Cen b" lands on "Proxima Centauri b" and "Kepler-22 b" on "Kepler-22b" — so the catalogue's own names can be sent as they are, with no mapping table to maintain. It disambiguates. "Titan" is a list of everything called Titan, and so are "Mercury" and "Io". Wikipedia says so in the response, and this app happens to know the kind, so a disambiguation is retried as "Titan (moon)". Only in English: every wiki words its own qualifiers, and inventing a translation of one would be inventing an article title. And it rate-limits, which it did to me while I was checking the above. A refusal to answer is not an empty answer, so the two are separate outcomes: "Wikipedia has no article on this" is about the world, "Wikipedia could not be reached" is about this minute — and only the first is remembered, so a second press is allowed to try again. The extract is capped and scrollable. A lead can run a dozen lines, and this panel is anchored to the top of a viewport that may be shorter than the prose. Verified: build clean, 606/606 unit including twelve for the lookup chain, 16/16 end-to-end including three that stub the encyclopedia — this suite tests the panel, not Wikipedia — design detector clean, and the real thing exercised by hand against Earth, Titan and Proxima Cen b at three viewport sizes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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d9bd913458 |
Draw it flat: an orthographic plan view
A perspective camera leans everything away from the centre of the frame. In a system that means the orbits are ellipses whose shape depends on where they happen to sit on screen, so two planets on the same circular orbit do not look like they are on the same circle. Plan view, in the Display panel, swaps the projection for a parallel one and swings to look down the plane the current scale is read against — the galactic plane out in the field, this system's own orbital plane inside one. Circles are circles again, wherever they are. Both halves are the feature and neither alone is it. The projection is what makes the shape honest; the swing is what makes it worth looking at. Orbiting still works afterwards, so a plan is where the view starts rather than a cage. The engine now holds both cameras and keeps them in step, rather than making one on demand: a camera that exists only while it is being looked through is a camera whose pose is always one swap out of date. The orthographic frustum is derived, never stored — it is the perspective camera's own frustum at the current orbit distance, made parallel — which is why the camera flights work through it untouched. They move the camera; the frame follows. Three things had to be taught that a projection had changed. Sprites. three.js turns an angular size into a world size only when it is compiling against a perspective camera (SpriteNodeMaterial: `camera .isPerspectiveCamera && sizeAttenuation === false`). Under a parallel one that step is silently skipped and every star in the field collapses to a thousandth of a parsec. The same arithmetic is now done in the node graph behind a uniform, so one material serves both cameras without being recompiled — and picking follows it exactly, since a star has to be clickable where it is drawn. Depth. A parallel camera does not back away as its frame grows, so at galactic framing the backdrop shell and half the Milky Way sit behind its own plane. Its depth range is symmetric about it instead, which a linear depth buffer can afford and a perspective one could not. And distance. Half the map was keyed on how far back the camera was pulled — the scale ladder, the crossfade, the label radius, the range readout — which under a parallel projection says nothing at all, because the frustum sets the extent. They all read one honest equivalent now: the distance a perspective camera would need to frame the same thing. Two defects found while verifying, both mine, both from this change: The per-frame work was computed against the camera captured at bootstrap while the renderer drew through the other one, so after a swap every label was projected by a camera nobody was looking through. And the zoom limits were derived from the orbit limits, which are in whichever unit space the view is in. Reading them on the frame the scene swaps parsecs for astronomical units pinned the zoom at the ratio between the two, and leaving a system landed the view three kiloparsecs out. Zoom is a plain multiplier on a frame the distance already sets, so it is bounded by a factor. Verified: build clean, 595/595 unit including a new spec for the projection arithmetic, 13/13 end-to-end including two that flatten a system and check the ladder still knows how far out it is, design detector clean, screenshots of both scales in both projections. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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307fd41be8 |
Keep a place, and come back to it
Restores the commit reverted off the routing branch, which is where it was committed by mistake. The change is unmodified; only its branch is. The map had no memory. Every visit started at the same overview, and a system worth returning to had to be found again by name each time. A mark on the readout and on a body's panel now keeps it, a Bookmarks tab lists what has been kept, and choosing one goes there — a star by flying into its system, a body by opening its page. Local storage, not an account. This map asks nobody to sign in, and a list of stars somebody liked is not worth a server. Every read of that store is defensive, because it is a string a person can edit, another tab can write, and a browser can refuse to hand over at all: a bad entry is skipped rather than losing the rest, duplicates are collapsed since two entries for one place would each toggle the other's control, the list is bounded so a hand-edited store cannot decide how much this renders, and where storage is denied outright the bookmarks still work for the visit — they just do not outlive it. The name is stored alongside the id rather than looked up, so the list reads before the catalogues have loaded, and a bookmark to something a later catalogue no longer holds still says what it was instead of decaying into a bare number. The tab is offered even when it is empty, and says what the mark does: a tab that appears only once you have already found the feature is a tab that never taught anyone anything. Choosing a kept place hands the panel back to the readout, the same move as choosing a search result and for the same reason. That behaviour is what the end-to-end spec caught missing — the readout it asserted on did not exist, because the panel just used was still covering it. Verified: build clean, 587/587 unit, 11/11 end-to-end, design detector clean, screenshots at 1440x900 and 390x844. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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9cdd8f9388 |
Revert "Keep a place, and come back to it"
This reverts commit
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bd3a5a48c9 |
Keep a place, and come back to it
The map had no memory. Every visit started at the same overview, and a system worth returning to had to be found again by name each time. A mark on the readout and on a body's panel now keeps it, a Bookmarks tab lists what has been kept, and choosing one goes there — a star by flying into its system, a body by opening its page. Local storage, not an account. This map asks nobody to sign in, and a list of stars somebody liked is not worth a server. Every read of that store is defensive, because it is a string a person can edit, another tab can write, and a browser can refuse to hand over at all: a bad entry is skipped rather than losing the rest, duplicates are collapsed since two entries for one place would each toggle the other's control, the list is bounded so a hand-edited store cannot decide how much this renders, and where storage is denied outright the bookmarks still work for the visit — they just do not outlive it. The name is stored alongside the id rather than looked up. That way the list reads before the catalogues have loaded, and a bookmark to something a later catalogue no longer holds still says what it was instead of decaying into a bare number. The tab is offered even when it is empty, and says what the mark does. A tab that appears only once you have already found the feature is a tab that never taught anyone anything. Choosing a kept place hands the panel back to the readout, which is the same move as choosing a search result and for the same reason: the panel has done its job and the thing to look at is now the scene. That behaviour is what the end-to-end spec caught missing — the readout it asserted on did not exist, because the panel that had just been used was still covering it. Verified: build clean, 587/587 unit, 11/11 end-to-end including a spec that keeps Earth, leaves the page, comes back to it from the list and forgets it, and one that keeps Proxima Centauri, flies out to the field and flies back in by what was kept. Design detector clean, screenshots at 1440x900 and 390x844. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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68a919bd84 |
Route between stars, through the crossings a chosen range allows
The map could say where a star is and what is near it, and nothing about getting from one to another. This adds the question and the answer: pick a departure and a destination, choose how far a single crossing may be, and get the chain — how many jumps, how far in total, and every star on the way, each one a step you can fly to. A jump link is not a feature of space. There are no corridors out there; a link is a question asked of the catalogue, which is why the range is the user's control rather than a constant. Two facts about that catalogue decide what the answers look like, and both are stated in the code because they read as defects otherwise. It is magnitude-limited, so it is dense around the Sun and thins with distance — within 50 pc a 3 pc range links 99% of it into one piece, while over the whole 250 pc reach the same range leaves most stars alone. And a gap in it is a gap in what has been catalogued, not in what is there. That is why "no route" is not the end of the answer. Where no chain exists at the range asked for, the panel says which range would open one — the chain whose longest hop is as short as possible, found by the same search with the cost of arriving somewhere being the worst hop taken rather than the sum — and offers that number as a control to accept. Departure defaults to wherever the view already is, so one field is usually enough. Sol to Vega at 3 pc: four jumps, 10 pc, by way of Barnard's Star, Struve 2398 B and HD 155876. Narrow it to 0.8 pc and it says 2.26 would reach. The graph is drawn as one buffer of line segments and the route as a second, brighter one over it, with the graph stepping back while a route is up: near the Sun the links are a haze, and a thread through a bright cloud is not a thread. Both fade out with the local layer, since from outside the Galaxy the graph is a smear. Two measurements shaped this. Asking the index for each star's neighbours in turn — sixty-eight thousand sorted lists, thrown away — took eight seconds; the grid now walks its own cells once and pairs them, which takes a quarter of one. And the range control emits per pixel dragged, so the rebuild waits for the hand to settle. Three defects fixed on the way, all older than the routing: hud-acquire animated with fill-mode `both`, which leaves its closing keyframe applied for good — and that keyframe carries a clip-path. Every panel wearing it has been clipping its own box ever since, so anything that had to escape one was cut away and could not even be clicked. Nothing had needed to escape until this panel's dropdown opened upward. The routing fields returned nothing when typed into before the catalogue finished loading, and stayed nothing until the next keystroke. The options are derived from the query and the index together now, so they appear when the second of the two arrives, whichever that is. And a link was `3-7` walking one way and `7-3` walking the other, which is two links to anything comparing them. Verified: build clean, 571/571 unit, 9/9 end-to-end including two new specs — one plotting Sol to Sirius, one narrowing the range until there is no route and accepting the one it names — design detector clean, screenshots at 1440x900 and 390x844. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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a6b30e84f0 |
Answer the review: a gradient over the names, a zero-distance neighbour, two lost docblocks
Three findings out of forty-one raised survived being argued against, and all three were real. The vignette was painting over the label layer. It lived in the HUD component, which sits after the label host in the same stack with neither carrying a z-index, so paint order was tree order and a decorative gradient was laid over the names — worst at the edge of the frame, which is precisely where the neighbour ring is. Composited, the ghost's distance line fell to 4.02:1, under the floor the CSS next to it claims. The gradient is scene chrome rather than HUD chrome, so it moves down between the canvas and the labels; the authored contrast then holds as written, and every label near the edge — planets included — is read against the sky rather than through a wash of void. A binary companion printed "0.00 pc". A catalogue holds a close pair as two rows at one position, so the nearest neighbour to one of them is the other, zero away — the exact string the readout deliberately suppresses for a star's distance from itself. The query now asks wide and drops any separation that prints as no separation, compared through the formatter rather than against a hand-picked epsilon so the rule survives the formatter changing. And the edit that added all this had been spliced between updateSystemLabels' docblock and its body, leaving a paragraph about labelling planets sitting over the neighbour resolution and the method it described with nothing, plus two divergent copies of the same fourteen lines seventy-five apart. Both are back where they belong. Verified: build clean, 558/558 unit, 7/7 end-to-end, design detector clean, screenshots re-read in Sol and Proxima Centauri. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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44c6a1f15e |
Name the neighbours, from inside the system
A system view could say everything about the star it was inside and nothing about where that star was. The four nearest catalogue stars are now named around the edge of it, each with its distance, each a button that flies there — so a chain of neighbours can be walked without pulling back out to the field between hops. These are bearings, not sky positions, and that is the one deliberate compromise here. A true direction was tried first and does not work: at this field of view the visible cone is about 30 degrees, so on average one neighbour in fifteen falls inside the frame — measured, not guessed, at one label of four in Sol and none at all after a small orbit. What survives the ring is the half of the direction a viewer can act on, which way to turn to face it, and the ring reads as instrument rather than as scene because it sits at a fixed radius. Real distance was never an option: Proxima is 268 000 AU from Sol, thirteen far planes out, so the distance goes on the type line. Proximity is answered by a new pure module rather than by a scan. A uniform grid over the catalogue answers both "the k nearest to this star" and "every star within n parsecs", the second being what the jump-link graph in the next PR is built from — one scan per node, and the quadratic would show. Its spec pins the grid against a brute-force sweep of a pseudo-random cloud, because a spatial index is an optimisation and never a different answer. Where the ring meets the HUD, the HUD wins: placement is given the boxes the readout, the strip and the object card occupy, and slides a name along the ring until it clears them, or drops it rather than print it half hidden. That rule is a pure function with its own spec. Four defects found while verifying this, three of them older than it: The dock's flex column was pointer-events-auto and as wide as its strip, so an invisible band above the strip swallowed every click in it — including, but not only, a neighbour's. The column is transparent now and each surface opts back in. The ring was sized against the frame's height alone, which on a phone held upright put it a viewport and a half wide: no neighbour was reachable on any portrait screen. It is sized against the shorter side. Picking a search result reopened the readout, which on a narrow viewport is a sheet over most of the scene — reopening it onto whatever was just flown to. Below sm it now folds away. A selectable label's two lines are adjacent spans, so it announced as "Sirius2.64 pc"; it carries an explicit label saying what it does. Verified: build clean, 558/558 unit, 7/7 end-to-end including a new spec that flies Sol to Barnard's Star by its label, design detector clean, screenshots at 1440x900 and 390x844 in Sol and Proxima Centauri, and the keyboard path walked: both names are in the tab order, focusable, with the accent ring. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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7591bcc0ea |
Point at what is selected: arcs, a leader to the card, rings on the systems
Four things the scene did not yet say, all about where to look. Selection. Hovering or pinning a body raised its card in the corner, but nothing in the scene said which point the card was about. Two hairline arcs now bracket the body — the one mark borrowed from the ARK's control disc — and a leader runs from their rim to the card's near edge, in screen space, once per frame, because the body moves and the card's height depends on its content. The selected body's own label swaps to the left of its point, since the leader leaves the right and would otherwise cross the text. Labels choose a side. Right by default; left when the text would run off the right of the view, or into the reach of a label already placed to the right, and never left when that would run off the left. The overlay hangs the label's near edge on the point either way, so the hairline still meets the star. Rings on the systems. A faint accent ring on every star known to host planets — the one binary fact about a point of light worth reading at a glance from the neighbourhood, since it is the one thing that says "there is somewhere to go here". Drawn the way the star field draws stars, as unattenuated instanced sprites with the ring a band of the quad's own uv, so they sit on the field's points at any zoom; a first cut as three.js Points rendered nothing at all under the WebGPU renderer. 634 of them are a lot at the overview, so they are faint, small, fade with the local layer, and have their own toggle — Systems — in the dock's Display tab. Verified: build clean, 537/537 unit, 6/6 end-to-end, design detector clean, screenshots at the overview, at 90 pc, and in Sol and Proxima with a body hovered and pinned. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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8b507427d8 |
Answer the review: sky toggles in system view too, one media query, idempotent openSearch
Three findings from the automated review, all confirmed before acting. The Sky toggle did nothing in system view. Its write lived only in the galaxy crossfade, which the tick parks while the system group is up — and the sky is still on screen there. It is now also written on toggle, in applyDisplay. The suggested form of that fix crashed the scene on mount: the effect that calls applyDisplay fires once at construction, before the engine has a scene, and getScene() throws — the dock rendered no tabs at all. Guarded on engine.isInitialized; verified with a screenshot of Proxima with the sky off. isWideViewport built a fresh MediaQueryList on every document pointer-down; one module-level query is read instead. And openSearch in the e2e support clicked the Search tab unconditionally, which would fold it closed if a test ever called it while already open; it now checks aria-selected first. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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4a1cc5240a |
Dock the HUD: every tool and readout on one rail along the bottom
The overlay had grown by accretion: a search box floating top-centre, a readout panel bottom-left, a range readout bottom-right, and nothing that said these were parts of one instrument. This puts them on one rail across the bottom of the viewport — the dock — with a tab strip pinned to the bottom edge and whichever panel is open growing upward from it. The top of the screen keeps only the scale ladder and the nameplate, so the map itself is what fills the frame. Three tabs. SEARCH is the old search, with its field pinned to the bottom of the panel and the results growing upward above it, so the thing being typed into never moves while the list grows. READOUT is the old bottom-left panel. DISPLAY is new: five layer toggles — labels, orbits, grid, deep sky, sky — each a real scene object switched by visibility, except the ones the galaxy crossfade already rewrites every frame, whose toggles fold into that crossfade instead of fighting it. The range readout sits on the strip itself, so it is readable whatever is open. Behaviour worth stating: choosing a search result hands the panel straight back to the readout, since the thing to look at is now the scene. `/` opens the search from anywhere. Below `sm` the dock is the strip alone; a tap opens a panel as a sheet, a tap on the scene folds it away. The body-detail page gets the same dock with only the search — the info panel is its reading. Two things found on the way. CSS2DRenderer gives every label its own z-index for depth order, and the label host created no stacking context, so labels painted over every HUD panel; `isolate` on the host keeps them under. And starmap-hud's readout tests were really tests of the panel that moved, so they moved with it. Verified: build clean, 535/535 unit, 6/6 end-to-end, design detector clean, screenshots at 1440×900 and 390×844 across galaxy, galactic, system, body-detail, all three tabs and the layers-off state. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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0dcd49c777 |
Merge main again: readouts built once, said in the instrument's voice
Main moved while the previous merge was being verified. It brought the shared bodyReadouts builder — one source for a body's measured and derived rows, used by the detail page and the system view's new object card — plus the derived-value asterisk in the HUD readout panel. All of that data flow is kept. The templates it arrived in are restyled to this branch's idiom: the info panel and the object card share the same organism (header, full-bleed readout rows, provenance line, route rail), the object card's route rail sits at the bottom because there the route is the next step rather than the way back, and the derived asterisk and its footnote keep their meaning in sentence case. The card also needed the restyle to render at all — it arrived wearing hud-panel, a class the observatory system no longer defines. Verified: build clean, 527/527 unit, 6/6 e2e, design detector clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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a965aed1db |
Merge main, carrying the observatory instrument onto its rebuilt chrome
Two HUD redesigns happened in parallel: this branch restyled the old chrome as a precision observatory instrument, while main rebuilt the chrome against screenshots of the Star Citizen starmap — a scale ladder, a nameplate, a readout panel, and two-line labels that say what a thing is, not just what it is called. This merge keeps everything main's rebuild learned and says it in this branch's voice. Kept: the ladder's reachability semantics and test hooks, the two-line name/kind labels and their shared declutter logic, system-view body labels, every readout. Restyled: chamfered clip-path panels become hairline frames with corner-tick brackets; Orbitron is gone and one readout face carries the hierarchy; the hexagon reticle becomes the same circle-and-ticks mark the search field wears; focus states move to real focus-visible outlines; the long uppercase caveat notes drop to sentence case so they read as sentences. Two merge-borne fixes along the way: the labels' translate offset moved into .map-label as a margin (CSS2DRenderer rewrites the inline transform every frame, the margin is the offset it cannot touch), and the info panel's new Derived section picked up the horizontal padding it lost when the panel moved to per-block padding. Verified: build clean, 496/496 unit, 6/6 e2e (on a free port — 4300 is occupied on this machine), design detector clean, screenshots reviewed at 1440x900 and 390x844 across all four views plus search states. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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836816ffbd |
Restyle the HUD as an observatory instrument
Replaces the generic rounded dark cards floating over the scene with a single instrument language: hairline frames cut by accent corner ticks, a viewport frame that reads the whole screen as one panel, and readouts whose figures are what the eye lands on. - styles.css: retune the tokens (deeper void/panel, brighter text/muted so every label clears 4.5:1 even over the brightest part of the skybox) and add two utilities — `hud-brackets` draws the four corner ticks from eight background gradients so no panel pays for them in DOM, `hud-acquire` wipes a panel down on mount as its one authored moment (reduced-motion aware). - Drop Orbitron: every string in this UI is a measurement, an identifier, or a catalog label, so one readout face carries the hierarchy through weight, size, and tracking — and the HUD paints one font request sooner. - Search: reticle mark instead of a magnifier, transparent field inside a framed shell, results as a dense two-column list with a match count, and the previously missing empty state. - Info panel: return rail, name/class header, and a readout table with tabular figures and the unit tinted back off the number. - Star labels: a hairline leader back to the star they name. The offset moved from `translate-*` to a margin because CSS2DRenderer overwrites the inline transform every frame, which silently beat the old classes. - Both top-anchored overlays drop below the search field under `sm` so they no longer stack on top of it on a phone, and focus moved from a removed outline plus ring to real `focus-visible` outlines. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi |
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d7e8ea1d4d |
@
Add star-map Angular app, ETL pipeline, and caveman plugin Angular 3D star map (galaxy/system/body views, Three.js rendering, navigation store) plus the NASA ETL tooling that builds the star, exoplanet and solar-system datasets, Playwright e2e suite, and the cs:caveman Claude Code plugin (command, agent, skill). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> @ |